Kimera757
2014-04-18, 04:37 PM
A weird situation came up in my game last session. A PC, specially a pacifist healer, was killed two rounds into combat (eladrin archers focus-fired him while he had a vulnerable 5 all debuff).
The PCs are an evil party, and are 7th-level. (The pacifist actually makes sense.) Sadly, this put them a little below Raise Dead capability (you need to be level 8 in 4e D&D for this). They turned to a group of allies to bring their buddy back from the dead. One of them, an 8th-level evil cleric, did the deed. (Naturally they got him drunk and told him a bunch of lies, in case he betrays them later on. Naturally he taunted them about being more powerful. And naturally enemies attacked during the "welcome back to life" party.)
The problem is that, a couple of sessions from now, the allies are going to turn on them. Really the more powerful cleric should have "flubbed" the ritual and leave the PCs weaker, but everyone wanted the player back into the game. I figure there should be a consequence beyond charging the PCs for the crushed diamonds or mystic salves needed to bring the PC back. I was thinking of giving the evil cleric the ability to control the PC in the upcoming battle. Unfortunately, a pacifist cleric does the PCs a lot more good than the NPCs. Maybe mind control isn't such a great idea. Any pointers? I have about two weeks before this becomes relevant.
(None of the PCs have the skills needed to realize something has gone wrong. Fortunately.)
The PCs are an evil party, and are 7th-level. (The pacifist actually makes sense.) Sadly, this put them a little below Raise Dead capability (you need to be level 8 in 4e D&D for this). They turned to a group of allies to bring their buddy back from the dead. One of them, an 8th-level evil cleric, did the deed. (Naturally they got him drunk and told him a bunch of lies, in case he betrays them later on. Naturally he taunted them about being more powerful. And naturally enemies attacked during the "welcome back to life" party.)
The problem is that, a couple of sessions from now, the allies are going to turn on them. Really the more powerful cleric should have "flubbed" the ritual and leave the PCs weaker, but everyone wanted the player back into the game. I figure there should be a consequence beyond charging the PCs for the crushed diamonds or mystic salves needed to bring the PC back. I was thinking of giving the evil cleric the ability to control the PC in the upcoming battle. Unfortunately, a pacifist cleric does the PCs a lot more good than the NPCs. Maybe mind control isn't such a great idea. Any pointers? I have about two weeks before this becomes relevant.
(None of the PCs have the skills needed to realize something has gone wrong. Fortunately.)